// Copyright (C) 2020 Jérôme Leclercq // This file is part of the "Nazara Engine - OpenGL Renderer" // For conditions of distribution and use, see copyright notice in Config.hpp #include #include #include #include #include #include #include #include namespace Nz { OpenGLRenderPipelineLayout::OpenGLRenderPipelineLayout(RenderPipelineLayoutInfo layoutInfo) : m_textureDescriptorCount(0), m_uniformBufferDescriptorCount(0), m_layoutInfo(std::move(layoutInfo)) { for (const auto& bindingInfo : m_layoutInfo.bindings) { switch (bindingInfo.type) { case ShaderBindingType::Texture: m_textureDescriptorCount++; break; case ShaderBindingType::UniformBuffer: m_uniformBufferDescriptorCount++; break; default: throw std::runtime_error("unknown binding type 0x" + NumberToString(UnderlyingCast(bindingInfo.type), 16)); } } } OpenGLRenderPipelineLayout::~OpenGLRenderPipelineLayout() { for (auto& pool : m_descriptorPools) { if (!pool.freeBindings.TestAll()) NazaraWarning("Not all ShaderBinding have been released!"); } } ShaderBindingPtr OpenGLRenderPipelineLayout::AllocateShaderBinding() { for (std::size_t i = 0; i < m_descriptorPools.size(); ++i) { ShaderBindingPtr bindingPtr = AllocateFromPool(i); if (!bindingPtr) continue; return bindingPtr; } // No allocation could be made, time to allocate a new pool std::size_t newPoolIndex = m_descriptorPools.size(); AllocatePool(); ShaderBindingPtr bindingPtr = AllocateFromPool(newPoolIndex); if (!bindingPtr) throw std::runtime_error("Failed to allocate shader binding"); return bindingPtr; } auto OpenGLRenderPipelineLayout::AllocatePool() -> DescriptorPool& { constexpr UInt32 MaxSet = 128; DescriptorPool pool; pool.freeBindings.Resize(MaxSet, true); pool.storage = std::make_unique(MaxSet); pool.textureDescriptor.resize(m_textureDescriptorCount * MaxSet); pool.uniformBufferDescriptor.resize(m_uniformBufferDescriptorCount * MaxSet); return m_descriptorPools.emplace_back(std::move(pool)); } ShaderBindingPtr OpenGLRenderPipelineLayout::AllocateFromPool(std::size_t poolIndex) { auto& pool = m_descriptorPools[poolIndex]; std::size_t freeBindingId = pool.freeBindings.FindFirst(); if (freeBindingId == pool.freeBindings.npos) return {}; //< No free binding in this pool pool.freeBindings.Reset(freeBindingId); OpenGLShaderBinding* freeBindingMemory = reinterpret_cast(&pool.storage[freeBindingId]); return ShaderBindingPtr(PlacementNew(freeBindingMemory, *this, poolIndex, freeBindingId)); } auto OpenGLRenderPipelineLayout::GetTextureDescriptor(std::size_t poolIndex, std::size_t bindingIndex, std::size_t textureIndex) -> TextureDescriptor& { assert(poolIndex < m_descriptorPools.size()); auto& pool = m_descriptorPools[poolIndex]; assert(!pool.freeBindings.Test(bindingIndex)); assert(textureIndex < m_textureDescriptorCount); return pool.textureDescriptor[bindingIndex * m_textureDescriptorCount + textureIndex]; } auto OpenGLRenderPipelineLayout::GetUniformBufferDescriptor(std::size_t poolIndex, std::size_t bindingIndex, std::size_t uniformBufferIndex) -> UniformBufferDescriptor& { assert(poolIndex < m_descriptorPools.size()); auto& pool = m_descriptorPools[poolIndex]; assert(!pool.freeBindings.Test(bindingIndex)); assert(uniformBufferIndex < m_uniformBufferDescriptorCount); return pool.uniformBufferDescriptor[bindingIndex * m_uniformBufferDescriptorCount + uniformBufferIndex]; } void OpenGLRenderPipelineLayout::Release(ShaderBinding& binding) { OpenGLShaderBinding& vulkanBinding = static_cast(binding); std::size_t poolIndex = vulkanBinding.GetPoolIndex(); std::size_t bindingIndex = vulkanBinding.GetBindingIndex(); assert(poolIndex < m_descriptorPools.size()); auto& pool = m_descriptorPools[poolIndex]; assert(!pool.freeBindings.Test(bindingIndex)); OpenGLShaderBinding* bindingMemory = reinterpret_cast(&pool.storage[bindingIndex]); PlacementDestroy(bindingMemory); pool.freeBindings.Set(bindingIndex); // Try to free pool if it's one of the last one if (poolIndex >= m_descriptorPools.size() - 1 && poolIndex <= m_descriptorPools.size()) TryToShrink(); } }